Files
OpenRA/mods/cnc/maps/nod03b/nod03b.lua
clemty 2bbc1fcda4 LUA and trait documentation fixes
- Typo in documentation ("proximitry").
- Add spaces between sentences.
- Remove most occurrences of "  " (two spaces) unless clearly used as indendation
- Punctuation (although no fullstop after filenames like "notifications.yaml").
2015-08-24 19:41:15 +02:00

86 lines
3.0 KiB
Lua

NodUnits = { "e1", "e1", "bggy", "bike", "e1", "e1", "bike", "bggy", "e1", "e1" }
Engineers = { "e6", "e6", "e6" }
FirstAttackWaveUnits = { "e1", "e1", "e2" }
SecondAttackWaveUnits = { "e1", "e1", "e1" }
ThirdAttackWaveUnits = { "e1", "e1", "e1", "e2" }
SendAttackWave = function(units, action)
Reinforcements.Reinforce(enemy, units, { GDIBarracksSpawn.Location, WP0.Location, WP1.Location }, 15, action)
end
FirstAttackWave = function(soldier)
soldier.Move(WP2.Location)
soldier.Move(WP3.Location)
soldier.Move(WP4.Location)
soldier.AttackMove(PlayerBase.Location)
end
SecondAttackWave = function(soldier)
soldier.Move(WP5.Location)
soldier.Move(WP6.Location)
soldier.Move(WP7.Location)
soldier.Move(WP9.Location)
soldier.AttackMove(PlayerBase.Location)
end
InsertNodUnits = function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.Reinforce(player, { "mcv" }, { McvEntry.Location, McvDeploy.Location })
Reinforcements.Reinforce(player, NodUnits, { NodEntry.Location, NodRallypoint.Location })
Trigger.AfterDelay(DateTime.Seconds(15), function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.Reinforce(player, Engineers, { McvEntry.Location, PlayerBase.Location })
end)
end
WorldLoaded = function()
player = Player.GetPlayer("Nod")
enemy = Player.GetPlayer("GDI")
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
end)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
gdiObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
nodObjective1 = player.AddPrimaryObjective("Capture the prison.")
nodObjective2 = player.AddSecondaryObjective("Destroy all GDI forces.")
Trigger.OnKilled(TechCenter, function() player.MarkFailedObjective(nodObjective1) end)
Trigger.OnCapture(TechCenter, function()
Trigger.AfterDelay(DateTime.Seconds(2), function()
player.MarkCompletedObjective(nodObjective1)
end)
end)
InsertNodUnits()
Trigger.AfterDelay(DateTime.Seconds(40), function() SendAttackWave(FirstAttackWaveUnits, FirstAttackWave) end)
Trigger.AfterDelay(DateTime.Seconds(80), function() SendAttackWave(SecondAttackWaveUnits, SecondAttackWave) end)
Trigger.AfterDelay(DateTime.Seconds(140), function() SendAttackWave(ThirdAttackWaveUnits, FirstAttackWave) end)
end
Tick = function()
if DateTime.GameTime > 2 then
if player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(gdiObjective)
end
if enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(nodObjective2)
end
end
end